02-18-2016, 03:58 PM -
(02-18-2016, 03:35 PM)Ekaseo Wrote: hm... i wonder if it is much harder to code for vulkan than opengl
Much harder? It's very hard.
I have yet to dive into Vulkan myself, but I will soon. From what I've heard, it's basically like writing a driver. What previously would have been done by the driver you can now do yourself, thus leaving out or optimizing stuff, that otherwise would cause driver overhead.
This approach also allows greater control over the rendering pipeline, which can be probably very useful in emulating many consoles' rendering techniques and features.
This graph gives quite a good explanation of Vulkan vs OpenGL:
[Image: hLRbSeW.png]